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| Energy GainGain a specified amount of energy. |
Source: Energy Gain Assassin - Critical Strikes | Black Lotus Strike Must strike a Hexed foe. If it hits, Black Lotus Strike strikes for +10..27 damage and you gain 5..17 Energy. |  | Critical Eye For 10..30 seconds, you have an additional 1..6% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit. |
Assassin - Dagger MasteryAssassin - Deadly Arts | Assassin's Promise For 5..13 seconds, if target foe dies, you gain 5..17 Energy, and all your skills are recharged. |
Assassin - Shadow Arts | Way of the Lotus For 20 seconds, the next time you hit target foe with a dual attack skill, you gain 5..17 Energy. |
Elementalist - Air Magic | Air Attunement For 36..55 seconds, you are attuned to Air. You gain 30% of the Energy cost of the skill whenever you use Air Magic. |
Elementalist - Earth Magic | Earth Attunement For 36..55 seconds, you are attuned to Earth. You gain 30% of the Energy cost of the skill each time you use Earth Magic. |
Elementalist - Elementalist otherElementalist - Energy Storage | Elemental Attunement For 30..50 seconds, you are attuned to air, fire, water, and earth. You gain 50% of the Energy cost of the Spell each time you use magic associated with any of these elements. |  | Energy Boon You gain 10..18 Energy. Energy Boon causes Exhaustion. |  | Ether Renewal For 7 seconds, each time you cast a Spell, you gain 1..3 Energy and 5..17 Health for each Enchantment on you. |
Elementalist - Fire Magic | Fire Attunement For 36..55 seconds, you are attuned to Fire. You gain 30% of the Energy cost of the Spell each time you use Fire Magic. |
Elementalist - Water Magic | Water Attunement For 36..55 seconds, you are attuned to Water. You gain 30% of the Energy cost of the Spell each time you use Water Magic. |
Mesmer - Fast CastingMesmer - Illusion MagicMesmer - Inspiration Magic | Auspicious Incantation For 20 seconds, the next Spell you use is disabled for an additional 30 seconds and you gain Energy equal to 110..182% of that spell's Energy cost. The recharge for Auspicious Incantation is reset, and it has an additional recharge time equal to that Spell's Energy cost. |  | Drain Enchantment Remove an Enchantment from target foe. If an Enchantment is removed, you gain 10..20 Energy. |  | Energy Drain Target foe loses 4..9 Energy. You gain 2 points of Energy for each point of Energy lost. |  | Ether Signet If you have less than 5..9 Energy, gain 10..18 Energy. |  | Hex Eater Signet Target touched ally and up to 2..4 adjacent allies each lose one Hex. You gain 1..6 Energy for each Hex removed this way. |  | Inspired Enchantment Remove an Enchantment from target foe and gain 3..13 Energy. For 20 seconds, Inspired Enchantment is replaced with the Enchantment that was removed from target foe. |  | Inspired Hex Remove a Hex from target ally and gain 3..13 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed. |  | Leech Signet Interrupt target foe's action. If that action was a Spell, you gain 3..13 Energy. |  | Lyssa's Aura For 3..9 seconds, whenever you are the target of an enemy Spell, you steal up to 1..6 Energy from the caster. |  | Mantra of Earth For 30..78 seconds, whenever you take earth damage, the damage is reduced by 26..45% and you gain 2 Energy. |  | Mantra of Flame For 30..78 seconds, whenever you take fire damage, the damage is reduced by 26..45% and you gain 2 Energy. |  | Mantra of Frost For 30..78 seconds, whenever you take cold damage, the damage is reduced by 26..45% and you gain 2 Energy |  | Mantra of Lightning For 30..78 seconds, whenever you take lightning damage, the damage is reduced by 26..45% and you gain 2 Energy. |  | Mantra of Recall For 20 seconds, you gain no benefit from it. You gain 13..25 Energy when Mantra of Recall ends. |  | Power Drain If target foe is casting a Spell, the Spell is interrupted and you gain 1..25 Energy. |  | Power Leech If target foe is casting a Spell, that Spell is interrupted and for 10 seconds whenever that foe casts a Spell, you steal up to 1..6 Energy from that foe. |  | Revealed Enchantment Remove an Enchantment from target foe and gain 3..13 Energy. For 20 seconds, Revealed Enchantment is replaced with the Enchantment removed from target foe. |  | Revealed Hex Remove a Hex from target ally and gain 3..13 Energy. For 20 seconds, Revealed Hex is replaced with the Hex that was removed. |  | Spirit of Failure For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1..4 Energy whenever that foe fails to hit in combat. |
Monk - Divine FavorMonk - Healing PrayersMonk - Monk otherMonk - Smiting Prayers | Balthazar's Spirit While you maintain this Enchantment, target ally gains 2..4 adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) |  | Zealot's Fire For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for 5..29 fire damage. |
Necromancer - Blood MagicNecromancer - Death Magic | Consume Corpse Exploit a random target. You teleport to that corpse's location and gain 25..85 Health and 5..17 Energy. |
Ranger - Beast Mastery | Ferocious Strike Your animal companion attempts a ferocious strike that deals +13..25 damage. If that attack hits, you gain adrenaline and 3..9 Energy. |
Ranger - ExpertiseRanger - Wilderness Survival | Storm Chaser For 8..18 seconds, you move 25% faster, and you gain 1..4 Energy whenever you take elemental damage. |
Ritualist - Channeling Magic | Essence Strike Target foe is struck for 15..51 lightning damage. If any spirits are in the area around you, you gain 1..7 Energy. |  | Signet of spirits You gain 1..6 Energy for each spirit in the area (maximum of 5..17 Energy). |  | Spirit Siphon Target spirit loses all Energy. You gain 15..27% of that Energy. |
Ritualist - CommuningRitualist - Restoration MagicRitualist - Spawning PowerWarrior - Hammer Mastery | Auspicious Blow If Auspicious Blow hits, you strike for +5..17 damage. If it hits a foe suffering from Weakness you gain 3..7 Energy. |
Warrior - Strength | "You Will Die!" If Target foe is below 50% health, you gain 1..3 strikes of adrenaline |  | Flourish All of your attack skills become recharged. You gain 1..6 Energy for each skill recharged by Flourish. |  | Warrior's Endurance For 10..20 seconds, you gain 3 Energy each time you hit with a melee attack. Warrior's Endurance cannot raise your Energy above 5..21. |
Warrior - Tactics | "Victory Is Mine!" You gain 10..56 Health and 5 Energy for each Condition suffered by foes in the area. |  | Auspicious Parry For 5..10 seconds, the next attack against you is Blocked and you gain 1..3 strikes of Adrenaline. |  | Bonetti's Defense For 5..10 seconds, you have a 75% chance to "block" incoming melee attacks and arrows. You gain 5 Energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill. |  | Wary Stance For 5..10 seconds, you "block" any attack skills used against you. For each successful block, you gain adrenaline and 5 Energy. Wary Stance ends if you use a skill. |
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